// Copyright (c) 2009 Mike Haight, Andy Kipp
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.

#include "stdafx.h"

#pragma once

namespace HandBanana { namespace Game {
    
    public ref class Player sealed : public WorldObject
    {
    // Public Properties
    public:

        /// <summary>
        /// Create a new instance of the Player class
        /// </summary>
        Player(void);

        /// <summary>
        /// Gets the name of the Player
        /// </summary>
        property String^ Name
        {
            String^ get(void);
        }

        /// <summary>
        /// Gets or sets the Health of the Player
        /// </summary>
        property int Health
        {
            int get(void);
            void set(int value);
        }

        /// <summary>
        /// Gets or sets the agilityof the Player
        /// </summary>
        property int Agility 
        {
            int get(void);
            void set(int value);
        }

        /// <summary>
        /// Gets or sets the strength of the Player
        /// </summary>
        property int Strength
        {
            int get (void);
            void set(int value);
        }

        /// <summary>
        /// Gets or sets the intelligence of the Player
        /// </summary>
        property int Intelligence
        {
            int get(void);
            void set(int value);
        }

        /// <summary>
        /// Gets or sets the stamina of the Player
        /// </summary>
        property int Stamina
        {
            int get(void);
            void set(int value);
        }

        /// <summary>
        /// Gets or sets the List of Items carried by the Player
        /// </summary>
        property List<Item^>^ Inventory
        {
            List<Item^>^ get(void);
        }

    // WorldObject Methods
    public:

        /// <summary>
        /// Overrides the WorldObject::Update method
        /// </summary>
        virtual void Update(void) override;

        /// <summary>
        /// Overrides the WorldObject::GetSprites method
        /// </summary>
        virtual void GetSprites(List<Sprite^>^ argSpriteList) override;

    // Protected Methods
    protected:

        /// <summary>
        /// Overrides the WorldObject::Move method
        /// </summary>
        //virtual bool Move(Coordinates::Location argVelocity) override;

    // Public Data Members
    public:

    // Private Data Members
    private:
        // Static Logger for this Class
        static NLog::Logger^                smLogger = NLog::LogManager::GetCurrentClassLogger();
        Sprite^                             mSprite;
        int                                 mHealth;
        int                                 mAgility;
        int                                 mIntelligence;
        int                                 mStrength;
        int                                 mStamina;
        String^                             mName;
        List<Item^>                         mInventory;

    };
} }